CumInCAD is a Cumulative Index about publications in Computer Aided Architectural Design
supported by the sibling associations ACADIA, CAADRIA, eCAADe, SIGraDi, ASCAAD and CAAD futures

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_id caadria2009_023
id caadria2009_023
authors Lertlakkhanakul, Jumphon; Seongki Lee, Dooyoung Kwon and Jinwon Choi
year 2009
title Dynamic Spatial Information Model for Large Urban Computing Environment
doi https://doi.org/10.52842/conf.caadria.2009.685
source Proceedings of the 14th International Conference on Computer Aided Architectural Design Research in Asia / Yunlin (Taiwan) 22-25 April 2009, pp. 685-694
summary A new urban space information model for urban computing environment is proposed to achieve dynamic state of context-awareness in urban computing environment. For this, an abstract space model served as an integrating layer for disparate indoor and outdoor spatial information models based on potential design scenarios. At the end of the project, a prototype and a test-bed are implemented.
keywords Urban computing environment; dynamic spatial information model; sub-spacing; SAFA ontology
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2008_69_session7a_572
id caadria2008_69_session7a_572
authors Lertlakkhanakul, Jumphon; Seoyoung Lee, Jinwon Choi
year 2008
title A Study of The Effects of Placeness on Collaborative Virtual Workplace
doi https://doi.org/10.52842/conf.caadria.2008.572
source CAADRIA 2008 [Proceedings of the 13th International Conference on Computer Aided Architectural Design Research in Asia] Chiang Mai (Thailand) 9-12 April 2008, pp. 572-578
summary So far, there is no empirical study on how ‘placeness’ can affect virtual workplace model. This problem has continuously been overlooked. The research objectives are to verify the effectiveness of ‘workplace metaphor’ and to find out factors that constitute ‘placeness’, the properties of being a place, in collaborative virtual workplace. An experiment was conducted to test the framework. At the end, different virtual workplace settings can result in dissimilar user behavior in terms of teamwork and attitude toward the workplace as disparate settings imply different requirements on function, organizational culture, and social meaning. In conclusion, if architectural elements are carefully applied to the virtual office, it cans strengthen teamwork and enhances social interaction.
keywords Collaborative virtual workplace; collaborative virtual environments; office ecology; place metaphor; socio-spatial behavior
series CAADRIA
email
last changed 2022/06/07 07:52

_id cf2007_361
id cf2007_361
authors Lertlakkhanakul, Jumphon; Sun-Hwie Hwang and Jin-Won Choi
year 2007
title Avatar Expression Agent in Virtual Architecture
source Computer Aided Architectural Design Futures / 978-1-4020-6527-9 2007 [Proceedings of the 12th International Conference on Computer Aided Architectural Design Futures / 978-1-4020-6527-9] Sydney (Australia) 11–13 July 2007, pp. 361-372
summary The lack of understanding of the character essence of avatars brings about limitations in interaction with their expressions. With the state-of-the art CAD standard and virtual reality, our approach is to explore the different paradigm of virtual architecture focusing on social interaction through avatars’ gesture expression. The method to classify context-aware expression data model and to autonomously activate it in real-time along with users’ communication is investigated. A domain of virtual office has been chosen as our study model based on our previous research. To achieve our goals, an avatar expression agent is developed based on our previous context-aware architectural simulation platform so called ‘V-PlaceSims’. The output is delivered as a Web page with an ActiveX control embedded to simulate and to evaluate through the internet. As users communicate with one another using a text box, the avatar expression agent simultaneously detects the users’ emotion by parsing the input texts to perform related gestures automatically. The result reveals a new convenience way to communicate with the other users with an enhancement in automated expression.
series CAAD Futures
email
last changed 2007/07/06 12:47

_id caadria2012_046
id caadria2012_046
authors Lertsithichai, Surapong
year 2012
title Building Thailand's tallest Ganesh: CAD/CAM integration in conventional metal fabrication
doi https://doi.org/10.52842/conf.caadria.2012.337
source Proceedings of the 17th International Conference on Computer Aided Architectural Design Research in Asia / Chennai 25-28 April 2012, pp. 337–346
summary Ganesh (Ganesa or Ganesha) is a Hindi god well known for his distinguishable elephant head and widely revered as the god of success or remover of obstacles. Patrons in Thailand have worshipped Ganesh and respected him by means of erecting statues of Ganesh in various poses and sizes throughout the country. In late 2008, the people of Chacheongsao, a province located East of Bangkok, decided to create Thailand’s tallest standing Ganesh statue made with bronze reaching heights up to 39 meters and situated on the Bangpakong river bank overseeing the city and its people. The author and design team was approached by representatives from Chacheongsao and commissioned to advise the process from conception to construction. The challenge started with seeking appropriate computer-aided design and manufacturing technologies and innovative processes to guide the design team throughout the production. The 0.60-meter bronze cast sculpture of the Ganesh was scanned using a 3D optical scanner to generate a solid model of the statue. A surface model was then extracted from the 3D model to firstly determine the most efficient structural support within the statue and secondly to generate surface strips for the foundry to create actual bronze casts. The construction of the project began early 2009 and the statue has since been erected from its base to currently its head. During construction, the author and design team has encountered several problems translating pixels to parts. Several errors have occurred during the mould and cast production process as well as construction errors on site causing mismatches of the structure and surface, misalignments, and protruding structural supports and joints. The lessons learned from this project is documented and analysed with hopes to create a more effective process for future projects with similar requirements.
keywords CAD/CAM; 3D scanner; CNC milling; metal fabrication
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_256
id caadria2019_256
authors Lertsithichai, Surapong
year 2019
title Augemented Architecture - Interplay between Digital and Physical Environments
doi https://doi.org/10.52842/conf.caadria.2019.2.353
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 2, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 353-362
summary In an increasingly connected world where computers are everywhere, surrounding us in embedded small portable devices, appliances and inside buildings, implementing these interconnected and embedded computers have now become common practice in the design of smart spaces and intelligent environments of today. Digital information is constantly being collected and distributed by a network of digital devices communicating with users and vice versa. New behaviors and activities that may have not been considered before in the design of architectural building types are now commonly found in public and private spaces throughout the world. In an attempt to explore and experiment with the concept of interplay between digital and physical environments, an option studio was proposed to 4th year architecture students to develop a new type of augmented architecture that corresponds to changes in human social behavior due to digital technologies. Five pilot projects are presented with experiments conducted to question three social activities commonly found in everyday lives using Arduino prototypes installed in real physical locations. The prototypes were then used as a basis for the development of large-scale projects proposed as augmented architecture.
keywords Human-Computer Interaction; Ubiquitous Computing; Virtual / Augmented Reality; Computational Design Research; IoT for Built Environments
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2020_146
id caadria2020_146
authors Lertsithichai, Surapong
year 2020
title Fantastic Facades and How to Build Them
doi https://doi.org/10.52842/conf.caadria.2020.1.355
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 1, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 355-364
summary As part of an ongoing investigation in augmented architecture, the exploration of an architectural facade as a crucial element of architecture is a challenging design experiment. We believe that new architectural facades when seamlessly integrated with augmented architecture, enhanced with multiple functionalities, interactivity and performative qualities can extend a building's use beyond its typical function and limited lifespan. Augmented facades or "Fantastic Facades," can be seen as a separate entity from the internal spaces inside the building but at the same time, can also be seen as an integral part of the building as a whole that connects users, spaces, functions and interactivity between inside and outside. An option design studio for 4th year architecture students was offered to conduct this investigation for a duration of one semester. During the process of form generations, students experimented with various 2D and 3D techniques including biomimicry and generative designs, biomechanics or animal movement patterns, leaf stomata patterns, porous bubble patterns, and origami fold patterns. Eventually, five facade designs were carried on towards the final step of incorporating performative interactions and contextual programs to the facade requirements of an existing building or structure in Bangkok.
keywords Facade Design; Augmented Architecture; Form Generation; Surface System; Performative Interactions
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2023_250
id caadria2023_250
authors Lertsithichai, Surapong
year 2023
title Metaverse Magnifique: Making Meaningful Metaverses
doi https://doi.org/10.52842/conf.caadria.2023.2.531
source Immanuel Koh, Dagmar Reinhardt, Mohammed Makki, Mona Khakhar, Nic Bao (eds.), HUMAN-CENTRIC - Proceedings of the 28th CAADRIA Conference, Ahmedabad, 18-24 March 2023, pp. 531–540
summary Being immersive online and physically isolated during the COVID-19 pandemic may not be the future of the metaverse we anticipate. Therefore, the rising challenge of creating metaverses does not lie in what novel virtual experiences can be offered but in how to make the experience more meaningful to users. This involves creating an engaging environment for both physical and virtual social interactions and providing equity for a wide range of users. Metaverse Magnifique intends to explore the design of a meaningful metaverse beyond the computer screen. It investigates a combination of the best features of digital and physical environments with human interactions seamlessly conducted and transitioned between the two worlds while also inquiring a better understanding of the changing social norms from fundamental human activities. A series of experimental Proto-metaverse projects based on a critical review of the Metaverse typology are proposed then developed into small-scale designs to highlight a meaningful behavior, action, task, or activity. The projects are then coupled with a physical site and extended into a full-fledged metaverse project integrated within the city. The projects showcase meaningful experiences by translating visual and spatial elements then enabling AI assistive features for better communication or interpretation of subtle interaction nuances.
keywords Metaverse, Virtual Reality, Augmented Reality, Mixed Reality, Artificial Intelligence, Digital Twin, Spatial Elements, User Experiences
series CAADRIA
email
last changed 2023/06/15 23:14

_id caadria2011_028
id caadria2011_028
authors Lesage, Annemarie and Tomás Dorta
year 2011
title Two conceptual design tools and an immersive experience: Beyond the pragmatic-pleasurable split in UX
doi https://doi.org/10.52842/conf.caadria.2011.291
source Proceedings of the 16th International Conference on Computer Aided Architectural Design Research in Asia / The University of Newcastle, Australia 27-29 April 2011, pp. 291-300
summary In a recent study, we compared two conceptual design tools supporting collaboration, a whiteboard software accessed through Internet, and a hybrid immersive system, the Hybrid Ideation Space (HIS). The result of the study appeared to favour the HIS because of its immersive qualities. In this paper, we seek possible explanations as to why immersion delivered a better experience, by looking at the mental workload in relationship to the experience. For the workload we rely on Wickens’ four-dimensional multiple resource model, specifically processing codes (verbal/spatial) and visual channels; and for the experience, Csikszentmihalyi’s concept of flow and our own concept of Design Flow. The designers seemed to be responding to different styles of information processing required of them by each tool, one being more experiential and the other requiring a heavier mental workload. Insight in the cognitive underpinning of a strictly pragmatic immersive experience suggests that UX has also to do with how the information is received and processed by users, without isolating the functional from the rest of the experience.
keywords User experience; immersion; flow; mental workload; Hybrid Ideation Space
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia19_188
id acadia19_188
authors Leschok, Matthias; Dillenburger, Benjamin
year 2019
title Dissolvable 3DP Formwork
doi https://doi.org/10.52842/conf.acadia.2019.188
source ACADIA 19:UBIQUITY AND AUTONOMY [Proceedings of the 39th Annual Conference of the Association for Computer Aided Design in Architecture (ACADIA) ISBN 978-0-578-59179-7] (The University of Texas at Austin School of Architecture, Austin, Texas 21-26 October, 2019) pp. 188-197
summary Additive manufacturing technology frees the designer and manufacturer from the constraints for creating formwork for castable materials. However, the removal of formwork remains a challenging task for specific geometric features such as undercuts and hollow parts. The entire formwork needs to be reachable by humans or machines to be broken, which poses a great risk of damaging the final concrete surface or destroying intricate details. This paper focuses on the development of a sustainable FDM 3D printed formwork system, enabling the casting of components at an architectural scale, without creating material waste. It does so by combining a minimal 3D printed shell with additional geometrical formwork features. Furthermore it proposes the usage of an alternative formwork material, Poly Vinyl Alcohol (PVA). PVA is water dissolvable, non-toxic, and biodegradable. Introducing water dissolvable 3D printed formwork allows designers to exploit in full the advantages of additive manufacturing technologies and the formability of castable materials. Concrete can be cast to fabricate one of a kind, full-scale, structural components without compromising the complexity of form, while at the same time, reducing the amount of material waste drastically.
series ACADIA
type normal paper
email
last changed 2022/06/07 07:52

_id acadia22_356
id acadia22_356
authors Leschok, Matthias; Dillenburger, Benjamin
year 2022
title 3D Printed Formwork for Mycelium Bound Composites
source ACADIA 2022: Hybrids and Haecceities [Proceedings of the 42nd Annual Conference of the Association of Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9860805-8-1]. University of Pennsylvania Stuart Weitzman School of Design. 27-29 October 2022. edited by M. Akbarzadeh, D. Aviv, H. Jamelle, and R. Stuart-Smith. 356-365.
summary This paper presents investigations on 3D printed formwork for MBC using different polymers. The method is demonstrated via two large-scale prototypes, and major findings are critically discussed. It is shown that different polymer materials can be used for growing MBC, and that the choice of material affects the final component. The research aims to promote the creation of low-embodied energy and fully biodegradable building components by exploring 3D printed formwork for mycelium-bound composites.
series ACADIA
type paper
email
last changed 2024/02/06 14:00

_id ecaade2018_209
id ecaade2018_209
authors Lescop, Laurent and Suner, Bruno
year 2018
title 15 Years of Immersion - Evolution and assessment of a pedagogy
doi https://doi.org/10.52842/conf.ecaade.2018.1.391
source Kepczynska-Walczak, A, Bialkowski, S (eds.), Computing for a better tomorrow - Proceedings of the 36th eCAADe Conference - Volume 1, Lodz University of Technology, Lodz, Poland, 19-21 September 2018, pp. 391-400
summary Since 2002, the Master's students at the Graduate School of Architecture of Nantes who are enrolled in the "Architecture in Representation" orientation have carried out a pioneering work in the use of digital tools. By adopting the most recent techniques and tools, they have transformed the architectural design approach, thanks to the integration of "narrative design". In fifteen years, students will have gone from the board to digital drawing, to immersion and virtual reality, including short films and interactive devices, without losing sight that the subject of the work is in fact the project, and not the tool. In doing so, they have questioned, led by their professors, the status of synthesis images, the challenges of interactive narrative and of the virtual world. Within the school, time was needed to accept these explorations; the use of digital tools, long criticised, was blocking the appreciation of the content and the students' experimental approaches. Nowadays, the experience from these past fifteen years lead us to ask this question: do digital tools renew the design paradigms, or are we only involved in the evolution of practices through the integration of other means?
keywords Representation; perspective; immersion; perception; 3D; VR
series eCAADe
email
last changed 2022/06/07 07:52

_id ecaade2020_333
id ecaade2020_333
authors Lescop, Laurent and Suner, Bruno
year 2020
title Designing Intradiegetic and Extradiegetic Spaces for Virtual Reality
doi https://doi.org/10.52842/conf.ecaade.2020.2.545
source Werner, L and Koering, D (eds.), Anthropologic: Architecture and Fabrication in the cognitive age - Proceedings of the 38th eCAADe Conference - Volume 2, TU Berlin, Berlin, Germany, 16-18 September 2020, pp. 545-554
summary Fictions for virtual reality are mostly conceived either in an entirely virtual environment or in a real environment with very little transformation. It is infinitely rare to find examples of sets designed and built specifically for a 360° experience. Building, rather than remaining purely virtual, raises complex questions about the organization of a "space to play" and therefore how to produce a narrative for immersion and create a 360° film grammar.We thus have created a first 360° set for the famous director Marc Caro, for whom the question of off-screen raised a very complex technical problem regarding lighting, visual effects, staging, blocking and acting. In this contribution we will show how this was solved and why the definition of a 360° narrative grammar is crucial. These are important intricacies that place the user-spectator in the optimal conditions to appreciate the experience.
keywords 360° cinema; Virtual Reality; Methodology and pedagogy; narrative grammar; Set construction; Isovist 3D
series eCAADe
email
last changed 2022/06/07 07:52

_id eaea2015_t1_paper04
id eaea2015_t1_paper04
authors Lesko, Thomas M.
year 2015
title Adaptive Interventions: Lessons learned from the Parlor City
source ENVISIONING ARCHITECTURE: IMAGE, PERCEPTION AND COMMUNICATION OF HERITAGE [ISBN 978-83-7283-681-6],Lodz University of Technology, 23-26 September 2015, pp.49-60
summary This paper explores the historic, sustainable, physical and economic aspects of the architectural adaptation of an important heritage district of a once vibrant, light manufacturing, Victorian era urban environment. The focus is on the cultural heritage center of that area, at the crossroads of rail and water transportation, so fundamental to the area’s development and to the immigrant eastern-european workers who found a new home there.
keywords adaptive intervention; architecture; preservation
series EAEA
email
last changed 2016/04/22 11:52

_id caadria2020_060
id caadria2020_060
authors Lesna, Joanna Maria and Nicholas, Paul
year 2020
title De gradus - Programming heterogeneous performance of functionally graded bio-polymers for degradable agricultural shading structures.
doi https://doi.org/10.52842/conf.caadria.2020.2.383
source D. Holzer, W. Nakapan, A. Globa, I. Koh (eds.), RE: Anthropocene, Design in the Age of Humans - Proceedings of the 25th CAADRIA Conference - Volume 2, Chulalongkorn University, Bangkok, Thailand, 5-6 August 2020, pp. 383-392
summary This paper presents an holistic approach to the digital design and fabrication of fungi- and algae-based biopolymers, based on studies and simulations of material properties and post-fabrication behavior. The research is motivated by the problem of plastic waste, the need to create more sustainable manufacturing processes, and the opportunity for material composition and organization to be informed by performance, leading to homogenous, complex and integral architectural elements for temporary architecture of agricultural shading systems. The paper details design and specification methods for functionally graded biopolymer panels, as well as fabrication methods through the making of prototypical built elements. The research details parallel trajectories of: material exploration made out of renewable and biodegradable resources available and abundant in every habitat on the earth; advancement in tools and methods for in-situ robotic additive manufacturing of viscous bio-polymers; development of the strategy for functional grading of the material properties to optimize site specificity and material distribution, and to reduce building material waste. It presents comparative material characterizations, an integrated simulation-based approach to support the process of programming localized performance, and architectural application tested via full-scale prototypes.
keywords functionally graded material; bio-polymer; programmable matter; robotic farbication; multiscale modeling
series CAADRIA
email
last changed 2022/06/07 07:52

_id a015
authors Leu, S.-S., Chen, C.-N. and Chang, S.-L.
year 2001
title Data mining for tunnel support stability: neural network approach
source Automation in Construction 10 (4) (2001) pp. 429-441
summary This paper presents a data mining approach to the prediction of tunnel support stability using artificial neural networks (ANN). The case data of a railway tunnel recently finished in Taiwan were used to establish the model. The main rock type was sedimentary rock. Rock mechanical and construction-related parameters with significant influences on support stability were filtered to train and test the ANN. Validation was also performed to show that the ANN outperformed the discriminant analysis and the multiple non-linear regression method in predicting tunnel support stability status.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id 1b04
authors Leu, S.-S., Yang, C.-H. and Huang, J.-C.
year 2000
title Resource leveling in construction by genetic algorithm-based optimization and its decision support system application
source Automation in Construction 10 (1) (2000) pp. 27-41
summary Traditional analytical and heuristic approaches are inefficient and inflexible when solving construction resource leveling problems. A computational optimization technique, genetic algorithms (GAs), was employed in this study to overcome drawbacks of traditional construction resource leveling algorithms. The proposed algorithm can effectively provide the optimal or near-optimal combination of multiple construction resources, as well as starting and finishing dates of activities subjected to the objective of resource leveling. Furthermore, a prototype of a decision support system (DSS) for construction resource leveling was also developed. Construction planners can interact with the system to carry out ad hoc analysis through "what-if" queries.
series journal paper
more http://www.elsevier.com/locate/autcon
last changed 2003/05/15 21:22

_id caadria2018_122
id caadria2018_122
authors Leung, Emily, Asher, Rob, Butler, Andrew, Doherty, Ben, Fabbri, Alessandra, Gardner, Nicole and Haeusler, M. Hank
year 2018
title Redback BIM - Developing 'De-Localised' Open-Source Architecture-Centric Tools
doi https://doi.org/10.52842/conf.caadria.2018.2.021
source T. Fukuda, W. Huang, P. Janssen, K. Crolla, S. Alhadidi (eds.), Learning, Adapting and Prototyping - Proceedings of the 23rd CAADRIA Conference - Volume 2, Tsinghua University, Beijing, China, 17-19 May 2018, pp. 21-30
summary Emerging technologies that use data have contributed to the success of communication all over the world. Social media and gaming industries have already taken advantage of the web to provide synchronous communication and updated information. Conversely, existing methods of communication within the AEC industry require multiple platforms, such as emails and file sharing services in conjunction with 3D Modelling software, to inform changes made by stakeholders, resulting in file duplication and limited accessibility to the latest version, while augmenting existing practice's inefficiency. As communication is critical to the success of a project and should be enhanced, Redback BIM promises to establish a workflow for a dynamic platform, while achieving similar results to that of a 3D modelling program hosted on the web. Using existing open-source web development software, multiple users will be able to collaboratively organise and synchronise changes made to the design scheme in real-time. Features such as this would enable more fluid communication between multiple stakeholders within the life of a project.
keywords De-localised Workspaces; Web-based Software Platforms; Data; Open-source; Collaboration
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2019_473
id caadria2019_473
authors Leung, Emily, Butler, Andrew, Asher, Rob, Gardner, Nicole and Haeusler, M. Hank
year 2019
title Redback BIM - Developing a Browser-based Modeling Application Software Taxonomy
doi https://doi.org/10.52842/conf.caadria.2019.1.775
source M. Haeusler, M. A. Schnabel, T. Fukuda (eds.), Intelligent & Informed - Proceedings of the 24th CAADRIA Conference - Volume 1, Victoria University of Wellington, Wellington, New Zealand, 15-18 April 2019, pp. 775-784
summary Browser-based platforms (Google Docs or Minecraft) have instigated the value of collaborative environments. Browser-based modelling point out a future for the AEC industry. Yet at present no literature review nor a taxonomy of browser-based modelling platforms exist. A key outcome of a unique taxonomy framework of existing BMA characteristics reveals that current BMAs do not take full advantage of the web's unique capabilities such as centralising data across multiple tools within an 'ecosystem'. Consequently, this taxonomy has productively guided the development of Redback BIM, a proof-of-concept BMA that enables the coordination of BIM data in a collaborative online context. Redback BIM further demonstrates how, through establishing a universal data-type, a diverse range of scripts can be consolidated together in an online platform to enable greater accessibility for a range of AEC professionals towards improved project communication and efficiency.
keywords Web 2.0; browser-based modelling; taxonomy; software development; standardisation of processes
series CAADRIA
email
last changed 2022/06/07 07:52

_id caadria2021_124
id caadria2021_124
authors Leung, Pok Yin Victor, Apolinarska, Aleksandra Anna, Tanadini, Davide, Gramazio, Fabio and Kohler, Matthias
year 2021
title Automatic Assembly of Jointed Timber Structure using Distributed Robotic Clamps
doi https://doi.org/10.52842/conf.caadria.2021.1.583
source A. Globa, J. van Ameijde, A. Fingrut, N. Kim, T.T.S. Lo (eds.), PROJECTIONS - Proceedings of the 26th CAADRIA Conference - Volume 1, The Chinese University of Hong Kong and Online, Hong Kong, 29 March - 1 April 2021, pp. 583-592
summary This paper presents a novel robotic assembly method for timber structures with integral timber joints, specifically, crossed-half-lap joints. The proposed method uses a set of custom-built, remote-controlled, high-force robotic clamps to operate in collaboration with an industrial robotic arm to overcome challenges of robotic timber joint assembly, such as providing large assembly forces and correcting misalignments. This method enables automatic assembly of non-repetitive and spatially connected timber structures. We developed custom software for modelling, visualization and feasibility-checking for structures compatible with the proposed assembly method. As a proof of concept, we designed and robotically assembled a spatial frame structure (4.8 x 3.0m footprint, 3.4m tall) comprising 40 pieces of 100x100mm profile timber elements.
keywords Robotic Assembly; Spatial Timber Structure; Wood Joints; Distributed Robots
series CAADRIA
email
last changed 2022/06/07 07:52

_id acadia23_v3_189
id acadia23_v3_189
authors Leung, Pok Yin Victor; Huang, Yijiang
year 2023
title Task and Motion Planning for Robotic Assembly
source ACADIA 2023: Habits of the Anthropocene: Scarcity and Abundance in a Post-Material Economy [Volume 3: Proceedings of the 43rd Annual Conference for the Association for Computer Aided Design in Architecture (ACADIA) ISBN 979-8-9891764-1-0]. Denver. 26-28 October 2023. edited by A. Crawford, N. Diniz, R. Beckett, J. Vanucchi, M. Swackhamer 24-32.
summary When programming robotic assembly processes, it is often necessary to create a sequential list of actions. Some actions are robotic motions (requiring motion trajectory), and some are for controlling external equipment, such as grippers and fastening tools. The act of planning these actions and motion trajectories is called Task Planning and Motion Planning. Existing literature in robotics explored many different planning algorithms for planning a single trajectory to planning a complete sequence of tasks where continuity is maintained [Garrett et al, 2021]. Many application literature focused on the TAMP for service robots, medical robots, and self-driving cars, while there are few examples for architectural applications. For digital fabrication and automated construction, the planning method has to be adapted to the needs of architectural assemblies and the scale of construction [Leung et al, 2021]. Some of the unique challenges are the highly bespoke workpiece and assembly geometry, the large workpiece (e.g., long beams), and a dense collision environment. This three-day hybrid workshop addressed the needs of the architectural robotics community to use industrial robotic arms to assemble highly bespoke objects. The objects do not have any repetitive parts or assembly targets. The workshop leaders shared their experiences using industrial robots to construct large-scale timber structures. One of the most useful techniques is the recently published “Flowchart Planning Method,” where task sequence is planned using a flowchart, and motion trajectories are planned in a second pass [Huang et al, 2021].
series ACADIA
type workshop
last changed 2024/04/17 14:00

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